BanGo football

ABSTRACT

The BanGo football game is played with a computer generated card. The card is displayed on a monitor or obtained manually. A BanGo card consists of one sheet of paper of which eight (8) shapes are displayed. Numbers from 1 to 25 are visible with a specific shape outlined by a selected color. The numbers on a card is randomly selected by a random number generator. The computerized simulated Quarterback Draw football standalone game is played. For each play the yard line where the play start is recorded. The recorded yard line is sent to the server data base. The server data base display the yard line on the screen on a selected monitor. When the selected shape is covered on a BanGo card that player with that card is the winner.

BACKGROUND OF THE INVENTION

1. Field of the Invention

The invention relates to a computerized football game that simulates an actual football game where players start with kick-off and a series of downs to reach an opponent's end zone to score. This computerized game allows the players to play against the odds designed into decks of cards called the defense. The game consists of a plurality of decks of cards that is related to a specific type of football play. Each card having the result of a selected football play printed thereon.

The success in playing the BANGO game is based on luck against the odds of the cards and yard line where the play starts. The cards are statistically numbered so that the game may be played by players either for fun or money. Note that this game may be played by adults in a fund raising environment. The players play as if they were at a Bingo game and do not need to know football rules to enjoy the game.

In addition the computer can selectively act as game officials, such as, a referee, an umpire, a field judge and head linesman.

2. Description of the Related Art

Football games have been simulated with cards for many years. Many prior art simulated board games contain electronic type vibrating means to provide movement of football figures on the board to progress up and down a simulated football field. Other simulated type football games utilizes play selecting cards. There are separate offensive and defensive cards. In this game the defensive player first chooses his defensive card. Then the offensive player chooses his card and discloses his choice. The defensive player aligns his/her card containing graphic representations with the gridiron and locates the play result on the card. Live football is played by the offense choosing a play and the defense trying to guess what the play is. This simulated game is described in U.S. Pat. No. 3,103,361, issued Sep. 10, 1963 to R. G. Board.

U.S. Pat. No. 4,173,346 issued Nov. 6, 1979 to William D. Godwin, describes a simulated football board game having playing cards and dice. There is little room in this game for offensive strategies and defensive guessing. Dice are used in unique ways to announce plays and results.

It is well known in the prior art to have a game board that includes a simulated football board field having player pieces and a line to gain marker which are moved along a simulated field on the playing board. The movement of the playing pieces is determined by decks of cards that designates the type of offensive plays, such as run, pass, punt, field goal and extra point. Also, the cards contain wording indicating the result of a selected football play, and the playing pieces move in accordance with the instructions on the cards. Note that betting areas are available on the board for placing bets on the outcome of a football play or a series of football plays as the proceeds. The prior art teaches the concept of having a game board divided into quadrants for the players. Each quadrant representing a betting area on which bets may be placed for indicating different possible outcomes of a football play or a series of football plays. This simulated game is described in U.S. Pat. No. 4,706,959, issued Nov. 17, 1987 to Frank O. Price.

Also, there are card-based simulated football games that allow players to utilize their mental skills in planning and executing various offensive and defensive plays in an environment that closely simulates the actual game itself. See U.S. Pat. No. 5,040,796 issued Aug. 20, 1991 to John T. Schall that describes such card-based simulated football game.

The prior art also teaches a simulated football game having a board with a grid pattern dividing the surface into individual player piece location segments. This apparatus further includes a plurality of player pieces movable on the board surface, setup cards having at least a portion of the board surface including the grid pattern reproduced in reduced scale on the cards for accurate initial setup of the player pieces in the segments according to the cards and a movement indicator for determining player piece movement along the board. See U.S. Pat. No. 5,221,084 issued Jun. 22, 1993 to Tom Stelmach

SUMMARY OF THE INVENTION

The present invention comprises computerized Bango game cards that include a monitor that displays a simulated football field. The monitor also displays a plurality of game cards that are used to select specific plays. The specific decks are RUN, FIELD GOAL (F/G), EXTRA POINT (E/P), PUNT (P) and PASS. A computerized yard line-to-gain indicators or markers are positioned on the simulated football field and the monitor to show the progress of the game to the players.

There are five (5) decks of cards that relate to randomly select plays that are controlled by a master program, which determines the movement of a football image. Note that the different designations of the aforementioned Bango cards and where each play starts are the heart and soul of the Bango game. Each card contains 8 shapes that indicate the result of a yard line where each play start is a part of master program. The cards are automatically repositioned on the VIP monitors as a function of the master program when a game starts.

In addition to the Bango cards, a plurality of game select cards, the computerized yard line-to-gain indicators or markers and the five decks of programmed cards, the monitor further includes an animated video and graphic screen, and a master display scoreboard. The scoreboard includes a 4-down indicator section labeled “DOWNS” for keeping track of the number of times the yard line-to-gain is reset after a first down or 10 yards has been gained. Secondly, the master scoreboard includes a play number section labeled “DOWN” for tracking the play number after each player's play. Also, the master scoreboard has a yard-to-go indicator section labeled “YDS TO GO” that tells how many yards the player needs for a first down. Finally, the scoreboard has a section labeled “SCORE” for displaying and accumulating the score of a player each time the player scores.

The monitor of the instant invention further includes a simulated football field with hash yard lines and markers, a goal line and an end zone. The preferred invention shows a mouse to select, RUN, F/G, E/P, PASS, PUNT and KICKOFF deck, The yard markers are positioned on both sides of the graphic and video screen and aligned with the hash lines on the simulated football field on the screen. The yard markers are labeled G (goal line) to 100 yd in increments of 1 starting from the goal line. On the goal line on the screen is a section that is labeled END ZONE. This END ZONE is located just above the aforementioned game play. selection. Above the yard line markers on the simulated football field, the scoreboard is positioned in an upper left hand corner and the card display is positioned at the bottom and the card display is positioned in the upper section of the game screen.

To one of ordinary skill in the art at the time the invention was made, it would be obvious to position the above elements, the game select mouse, hash lines and markers, card display and the labeled END ZONE in different locations or arrangements on the monitor and the screen versus what is described above, if desired.

This simulated football game which is the heart of the Bango electronic game played by adults in a fun environment or a group fund raising environment . . . . This electronic game display can be of various sizes, if desired. It can be of a portable or hand carrying size, as well as a large unit.

BRIEF DESCRIPTION OF THE DRAWINGS

FIG. 1 illustrates an isometric view of the Bango cards according to the present invention. Each BanGo card contains 25 different yard lines numbers, (the yard line in which each play starts) randomly distributed across 5 rows, with 5 columns each. Some of the yard lines in the BanGo Card are printed with a different color scheme, representing the winning shape. Only the yard lines that are part of the current winning shape are actually important. Those yard lines are the only yard lines that have to be marked when they are played.

BanGo players engage in a game play by purchasing BanGo cards. A winning BanGo Card is acknowledged when the Quarterback Draw Football game has resulted in the yard lines that are contained inside the current winning shape in that BanGo Card. The player that first marks all the numbers contained inside the current winning shape in at least one BanGo card is the winner for that shape. A player can mark a number manually, or he or she can monitor the CARD CHECKER Panel.

FIG. 2 illustrates a front plan view of the monitor and screen components according to the present QDF game invention. The BanGo football game is played based on the yard line where each play starts by a play selection of Quarterback Draw Football (QDF) standalone game.

Quarterback Draw Football is a computerized game that simulates an actual football game, by moving a toy player representative of the football game field. It is based on the cards that are drawn from a set of five (5) Decks.

FIG. 3 The VIP/Card Checker panel will display winners every time a new shape is played, a new yard line has changed, pausing, and continuation of the Quarterback Draw Football game, depending on status of the winners and rollover conditions. (Install card checker

FIG. 4 The Master Panel is the easiest to understand. It constantly and regularly requests data from the BanGo Sever, regarding the number of Quarterback Draw Football plays and all the yard lines that have been played so far, since the BanGo game started or the last winner was found or the last rollover took place. It simply displays that data in a way easy-to-read. The panel can then be projected onto a big screen or displayed on big TV screens.

DETAILED DESCRIPTION

Reference will now be made in detail to the preferred embodiments of the invention, examples of which are illustrated in the accompanying drawings. While the invention will be described in conjunction with the accompanying drawings, it will be understood that they are not intended to limit the invention to drawings. On the contrary, the present invention is intended to cover alternatives, modifications and equivalents, which may be included within the spirit and scope of the invention as defined by the appended claims.

In FIG. 1 shows the isometric view of the computerized Bango card. Includes a monitor (FIG. 1 Item 1) The monitor defines a housing structure or enclosure with a front portion, a pair of side wall portions and a rear wall portion. Even though it is not shown, the rear wall portion has at least an electrical connector for receiving an electrical power cord and USB connector ports for receiving other computer related accessories. The BanGo card screen has a display that is connected to a main game database that is controlled by football game software. This includes the printed 8 shapes and the data for verification of purchase controlled by the database software. The monitor describes the elements that are positioned on the BanGo game card.

In FIG. 2, the QDF Stand Alone game device (1) includes a monitor (2) with a screened simulated football field (3) The monitor defines a housing structure or enclosure with a front portion, a pair of side wall portions and a rear wall portion. Even though it is not shown, the rear wall portion has at least an electrical connector for receiving an electrical power cord and USB connector ports for receiving other computer related accessories. The screened simulated football field (3) has a display scoreboard (4) that is connected to a main game database that is controlled by football game software. This scoreboard (4) includes a 4-down indicator section (5) labeled “(6)” for keeping track of the number of times the yard line-to-gain is reset after a first down or 10 yards has been gained. Secondly, the scoreboard includes a play number section (6) labeled “DOWN” for tracking the play number after each player's play. The scoreboard has a yard-to-go indicator section labeled (8) “YDS TO GO” that tells how many yards the player needs for a first down. Also, the scoreboard has a section labeled (9) “SCORE” for displaying and accumulating the score of a player each time the player scores. The scoreboard is connected to and controlled by the database software. The monitor further includes a card display (10) displaying the 4 decks of programmed cards. The above described elements (11) are positioned on the screened simulated football field (3). As shown, the scoreboard (1) is positioned in an upper section and the card display (11) is positioned in the upper section of the screened simulated football field (3). Note that the scoreboard elements (4) and the card display (11) can be oriented on the monitor (?) or the screened simulated football field (3) at any location desired, by one of ordinary skill in the art the time the invention was made.

On the outer periphery edges of the monitor (1), the yard markers are positioned on both sides thereon and in alignment with hash and yard lines (12) on the screened simulated football field (3). The yard markers are labeled G (goal line) to 100 in increments of 1's starting from the goal line. Below the goal line on the screen is a section that is labeled END ZONE. This END ZONE is located at the end of the aforementioned game screen (3). It is obvious to one of ordinary skill in the art, at the time the invention was made, to orient or position elements (15) on the monitor (1) at different locations other than the locations shown in FIG. 2, if desired.

The card display (11) is representative of the specific plays controlled by the game select control mouse (16). The game select mouse (16) selects a specific card from the 5 decks of computerized shuffled cards to be selectively displayed on the card display (11). This determines how far the football image (15) moves from one hash line (16) to the other hash line (16) Each of the computerized cards contain text or wording that indicates the result of a selected football play that controls the football image (15) by a computer software (not shown) and will not be described as part of the claimed invention.

The 5 decks of computerized cards actually represent 5 distinct internal arrays to the master program. The program displays the deck of cards graphically on the card display (11) for users or players and also goes into a continuous loop for reshuffling the computerized cards. The computer software controls reshuffling of each deck of cards. An internal button or icon (not shown) can interface directly with the 5 deck of cards, whereby players are informed that the computer software reshuffles the 5 decks of computerized cards

It is to be noted that a variety of results of plays can be included in each of the 5 decks of cards as shown on card display (10). The 5 decks of cards of the instant invention have 54 Pass cards controlled by game select mouse (16), (?) Field Goal/Extra Point controlled by select mouse (16) and 54 Run cards controlled by select mouse (16) Randomly cards are selected representing different types of offensive plays relating to punt kickoff, pass plays, run plays and field goal/extra point plays. Each deck is preferably comprised of wording/text, (11) on which are written the results of the selected football play. These cards control the movement of player image (15) on the screened simulated football field (3). This is illustrated in the following charts.

The Passing Deck (54 Cards) FIG. 2 Item (10)

Number of cards/Wording on each card: 5 Complete for 3 yards (FB) 2 Complete for 5 yards (RB) 2 Complete for 7 yards (TE) 3 Complete for 10 yards (FB) 2 Complete for 12 yards (TE) 2 Complete for 15 yards (WR) 2 Complete for 20 yards (WR) 3 Complete for 35 yards (RB) 2 Complete for 40 yards (WR) 2 Complete for 50 yards (WR) 1 Complete for 5 yards but the right offensive guard was holding. Ten yard penalty from the spot of the snap. Repeat the down. (WR) 1 Complete for 5 yards but the offensive end was holding. Ten yard penalty from the spot of the snap. Repeat the down. (RB) 2 Complete for 7 yards but the center was holding. Ten yard penalty from the spot of the snap. 3 Incomplete, Defensive pass interference. Penalty, first down and 15 yards beyond the spot of the snap.

10 Incomplete.

4 Try resulted in a sack for five-yard lost. 1 Illegal forward pass 1 yard beyond the spot of the snap. Five yard penalty from that spot and a lost of down. 1 Offensive pass interference. Five yard penalty and a loss of down. 1 Intercepted 15 yards down field. 1 Intercepted 11 yards down field. 1 Intercepted 5 yards down field 2 Option to reshuffle 2. The Running Deck (54 cards) (FIG. 2) (Item 18) Number of cards/Wording on each card: 3 Gained 3 yards on this run. (RB) 2 Gained 2 yards on this run. (QB) 12 Stopped no gain. 4 Gained 5 yards on this run. (WR) 3 Gained 4 yards on this run. (FB) 1 Gained 4 yards on this run but fumbled and lost possession of the ball. (FB) 3 Gained 6 yards on this run. (WR) 3 Gained 7 yards on this run. (RB) 2 Gained 8 yards on this run. (QB) 2 Gained 10 yards on this run (RB). 3 Gained 15 yards on this run. (FB) 3 Gained 20 yards on this run. (QB) 3 Gained 40 yards on this run. (WR) 2 Gained 4 yards on this run, but the offense was off side. Penalty, 5 yards from the spot of the snap. Repeat the down. 3 Gained 6 yards on this run, but the offensive guard was holding 2 yards behind the spot of the snap. Penalty, 10 yards from that spot. Repeat the down. 2 Gained 17 yards on this nm, but fumbled and lost possession of the ball. (FB) 1 Gained 13 yards on this run, but fumbled and lost possession of the ball. (RB) 2 Option to reshuffle. The Punt Deck (26 cards) (FIG. 2) (Item 2) Number of cards/Wording on each card: Attempt traveled 30 yards. 1 Attempt traveled 30 yards and returned for 50 yards. 1. The receivers touched 1 Attempt traveled 30 yards and kickers regained possession. 2 Attempt traveled 10 yards. 4 Attempt traveled 40 yards. 7 Attempt traveled 45 yards 4 Attempt traveled 40 yards but the offense was holding. 10 yard penalty from spot of snap. Repeat the down. 1 Attempt is short. Ball is dead five yards beyond the spot of the snap. 1 Attempt traveled 50 yards. 4. The Field Goal/Extra Point Deck (26 cards) (FIG. 2) (Item 19) Number of cards/Wording on each card: 3 Attempted field goal missed 1 Fake attempt ran for 2 yards (QB) 1 Fake attempt ran for 5 yards (QB) 1 Attempt traveled 50 yards, but the right offensive guard was off side. 5-yd penalty 5 yards and re-kick. 2 Fake kick and pass incomplete 7 Attempt traveled 30 yards 2 Attempt traveled 50 yards 3 Attempt traveled 40 yards 1 Attempt is returned for a TD 2 Attempt traveled 25 yards 1 Attempt blocked-5 yard lost 5. The Kick-Off Deck (32 cards) (Not displayed)

Number of cards/Wording on each card:

1 Kick-Off returned to the 1 yard line

1 Kick-Off returned to the 3 yard line

1 Kick-Off returned to the 4 yard line

1 Kick-Off returned to the 5 yard line

1 Kick-Off returned to the 6 yard line

1 Kick-Off returned to the 7 yard line

1 Kick-Off returned to the 8 yard line

1 Kick-Off returned to the 9 yard line

1 Kick-Off returned to the 10 yard line

1 Kick-Off returned to the 11 yard line

1 Kick-Off returned to the 12 yard line

1 Kick-Off returned to the 13 yard line

1 Kick-Off returned to the 14 yard line

1 Kick-Off returned to the 15 yard line

1 Kick-Off returned to the 16 yard line

1 Kick-Off returned to the 17 yard line

1 Kick-Off returned to the 18 yard line

1 Kick-Off returned to the 19 yard line

1 Kick-Off returned to the 20 yard line

1 Kick-Off returned to the 21 yard line

1 Kick-Off returned to the 22 yard line

1 Kick-Off returned to the 23 yard line

1 Kick-Off returned to the 24 yard line

1 Kick-Off returned to the 25 yard line

1 Kick-Off returned to the 26 yard line

1 Kick-Off returned to the 27 yard line

1 Kick-Off returned to the 28 yard line

1 Kick-Off returned to the 29 yard line

1 Kick-Off returned to the 30 yard line

1 Kick-Off returned to the 31 yard line

1 Kick-Off returned to the 43 yard line

The VIP/Card Checker panel (FIG. 3) will display winners every time a new shape (3) is played, a new yard line has changed, pausing, and continuation of the Quarterback Draw Football game, depending on status of the winners and rollover conditions. The 14 BanGo cards number that are closest to win is displayed in the right hand section of the panel (2) The 4 BanGo cards that are closest to win is completely displayed, (4) card number (5) and the numbers of uncovered blocks are also displayed. (6)

The Master panel (FIG. 4 Item 10) is the out line of the monitor and it is easiest to understand. It constantly and regularly requests data from the BanGo Sever, regarding the number of Quarterback Draw Football plays and all the yard lines (9) that have been played so far, since the BanGo game started or the last winner was found or the last rollover took place. It display the Quarterback Draw Football Logo (4) that is the link to reset the game, the number of plays that has been played, (2) the last play, (3) A indicator for numbers that not been played. (5) A indicator for numbers that has been played, (6), An indicator for the number that just been played, (7) the game card number, (1 the prize for that shape, (11), It simply displays that data in a way easy-to-read. The panel can then be projected onto a big screen or displayed on big TV screens.

The computer video graphic/animation, software design/coding, memory design, and individual components/programming design will now be discussed.

The computerized version of Bango Football dictates a video graphic design and animation scheme, which is necessary in order to effectively communicate with the Bango player's cards. The actual game area is projected with a built-in video counter or clock for score keeping. Animation is required in order to inform the user as to what activity the computer is presently pursing. Such animation brings the game to life and causes excitement with each player, as each player watches the computer execute activities such as runs, passes, touchdowns, field goals and extra points. Note that the different officials that include the umpire, head linesman, field judge and referee are built into the graphics scheme and animation of the computerized version. (Put FIGS. 3 & 4 here with descriptions)

The software design emulates the actual rules and parameters of the game and is automatically adhered to by the system. The software is designed in a high-level language in order to allow anyone with reasonable skill in the field to build and test the instant invention. This software addresses the actual control of the game score keeping and all other interfaces of the game. Every aspect of the control of the control system as well as the application programming of the game's internal logic establishes as to how the simulated football game operate and send data to the various panels. The software is designed to be implemented on a personal computer as a means of simulation. This software is designed to operate on a particular class of hardware that is specifically selected for the purpose and design of this Bango football game.

Mass memory within the computer system tracks multiple games in progress at one time. Special memories was employed to store clock information, points and scores, player names and other functions required by the simulated football game. At least 40 Mega-Bytes of memory is sufficient to support one player at a time.

Some of the individual components of the Bango football game, such as, the monitor (2), the components of scoreboard (4), and the field simulation computerized officials, which are represented as sub-routines HL (head linesman), U (umpire), R (referee) and FJ (field judge) are controlled by the software program with some of the results from these components being displayed on the monitor (2).

The object of the game is to track the yard lines in order to win shapes. The simulated football game as programmed by the software program (FIG. 2). The main challenge is to have a winning Bango card. This is achieved when a player eliminates (?).

The computerized simulated football game will now be described. FIG. (2) displays the computerized simulated football game as illustrated on the monitor (1) in playing the game; a player will first select a kickoff card as determined by the software program into database and then press the mouse button (16) which will begin the game. Once the mouse button (16) has been pushed the 5 decks of cards (which represents the selected game play) will automatically be reshuffled before the player begins. The computer software program will automatically officiate the game, plus manage the first down markers and indicate the position of the ball on the scoreboard (8) and the simulated. Also, the computer software program will automatically set up the player image (15) to begin from the kickoff yard line. Once the player image (15) is set, the player will select one of the game cards (10) and a random select card will be automatically displayed on the card display (11) as a result of the software program. This random select card will determine where the player image (15) will be moved to on the screened simulated football field (3) in order to send a specific yard line and score either a touchdown and extra point or a field goal to the database. Note that in order to score, the player image (15) must gain 10 yards or a first down to continue with 4 new downs or the player only has 4 downs to get a first down or gain 10 yards. After the player gets a first down or gain 10 yards he will continue to select a random select card selected by using one of the games select control mouse (16), which dictates whether the player image (15) will have a gain, no gain, interception and loss of yards (this can happen many ways as depicted on the random select cards). Also, this determines which direction the player image (15) will move from the kickoff yard line that is backward or forward.

After 128 plays or the last shape is won the BanGo game terminates and the indicator on the scoreboard will say that the “Game is Over”. The game is reset for new kickoff.

In conclusion, the basic concept of the Bango game was structured to hold everyone's attention by having Bango players in a position to win on each draw of a card. This feature will enhance the enjoyment of the game.

The foregoing descriptions of the specific embodiments of FIGS. 1, 2, 3, and 4. has been presented for purposes of illustration and description. They are not intended to be exhaustive or to limit the present invention to the precise forms disclosed, and obviously many modifications and variations are possible in the light of the above teaching. The embodiments were chosen and described in order to best explain the principles of the invention and its practical application, to thereby enable others skilled in the art to best utilize the invention and various embodiments with various modifications as are suited to the particular use contemplated. It is intended that the scope of the invention be defined as set forth in the following claim(s). 

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 6. A computerized Bango card and simulated football game device adapted for use by players to play the Bango game to win by tracking enough yard lines sending data to a Bango card, the computerized football game device comprising: a monitor having a pair of yard line down markers disposed exteriorly of the monitor along opposite peripheral edges, the yard markers begin with a goal line marker G to a 100 yard line marker in increments of 5 and 1 yard lines there between; a plurality of game select play cards, the plurality of game cards are designated RUN, FG/EP, PASS, PUNT, AND KICKOFF. at least 5 separate decks of play select cards disposed internally of the monitor that are controlled selectively and randomly by the designated RUN, FG/EP, PASS PUNT AND KICKOFF select play a screened simulated football field disposed within the monitor and is viewed on a front side thereof; a Bango card indicator and a yard line display indicator are cooperatively associated with the master screen and simulated football field; and a player image that is automatically positioned at the kickoff yard line at the start of a game; wherein the player image can only be moved in opposite directions on the screened simulated football field after a player select a play by selecting one of the designated RUN, FG/EP, PASS, PUNT AND KICKOFF select play cards which will randomly select a play from one of the 5 separate decks of play select cards to move the player image forward or backwards or not move the player image when there is no gain as displayed on the random select cards, as the player attempts to score by trying to get a first down or 10 yards in a series of downs attempts to continue the game in order to cross the goal line G to score a touchdown and in turn develops various yard lines for the Bango game cards.
 7. The computerized simulated football game device according to claim 1, wherein the scoreboard and the card display indicators are positioned and spaced from each other at a lower surface portion of the screened simulated football field and positioned above the yard line markers.
 8. The computerized simulated football game device according to claim 1, wherein the football game indicators designating a number of different yard lines that a Bango player used to try to complete a shape. A maximum of various shapes to get a winning Bango card and a score accumulator for compiling a?
 9. The computerized simulated football game device according to claim 1, wherein the screened simulated football field includes a plurality of yard and hash lines that are in direct alignment with the yard line markers, whereby the plurality of yard and hash lines indicates where the player image is positioned on the screened simulated football field after each play relative to the yard markers to fill in a shape for the Bango card.
 10. The computerized simulated football game device according to claim 1, wherein the plurality of game selected plays.
 11. The computerized simulated football game device according to claim 1, wherein an end zone area is located at each end of the simulated football field below the goal line G and extends substantially the entire length of the goal line that extends between the yard markers disposed on the monitor and positioned above the plurality of game select plays mouse.) 